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Small Mod compilation

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  • Hello HDMaster,

    Once you start mixing different mods, the fun begins
    Especially when you are not 100% sure what you are doing it gets tricky...
    That is why you seem to have issues.

    The SMC includes for that reason preconfigured additional eyecandy optionally:
    - Multiskin/Multimodel Starter Kit
    - Custom particle+sound effects
    - Custom HUD and textures
    - Weather effects (rain, snow, fog, etc.)

    You ask, how can you disable the custom particle effects.
    Well, the answer is: It is not included / disabled by default.
    So you decided at one point to enable them.
    Just undo that step and you will be fine.

    Quickest way:
    Its this cvar:
    set cl_particles_custom_effects 0
    Or simply delete the start.ent file in your maps folder.
    That file holds all the effetcs.

    Be aware that the above mentioned cvar will not work with old SMC builds.
    Please do not mix SMC builds as you described in the other thread (with Tabuns model).
    The progs.dat is the heart and essence of the mod.

    Regarding the different enforcer types:
    It works out of the box with ONLY SMC.
    See this section of smc_config.cfg to adjust it to your liking:
    /////// New Monster types

    Most probably due to your own experiments with replacement multimodel/multiskin monsters,
    it might got broken.

    Tip: The different enforcers use different models in the SMC.
    Everythig is already packed into the single: Quake_V5.50_small-mod-compilation_Seven.pk3 file.

    And a special hint:
    Do NOT use autoexec.cfg to adjust your cvars.
    Its written inside the readme.txt
    You must use the smc_config.cfg file for that.
    Otherwise it will override your autoexec.cfg, as the smc_config.cfg is the last config file loaded during startup.
    I also wrote it especially inside the config file.

    The SMC is, simply put, only 1 single file:
    Most things are included and already set inside of it.
    You can adjust all things via smc_config.cfg beside that file.

    If you need more features/eye-candy, you can use the multimodel/multiskin Starter Kit and progress from there if you want.
    Or you can use the custom particles + sound effect addon optionally.
    And also be sure to check out the custom HUD for the SMC (highly recommended)

    All extra features have their own subfolder with detailed readme.txts
    Just start slowly... and do not enable everything at one time.
    And do not mix it with other mods to avoid issues, unless you are 100% sure what you are doing.

    Have fun playing around with the SMC

    Best wishes,


    • In my case, the world effect is in WORLD-ID1_WEATHER_EFFECTS-XOLVE.PK3

      I just need to extract start.ent and edit start_effectinfo.txt and problem is solved, but if is in the pk3, nothing work also if is edited (sorry for my english)

      I dont have added "Starter Kit - multiskin+multimodel ID1 Monsters Seven V5.50.pk3" to my mod, but every monsters (by mod) work, maybe i need this also?

      Sometime i need to delete the JPG texture from QRP, and clone molde1.mdl to model.mdl for it work correctly also...

      Yes i know, it a strange way to work with mod, but i do what i can

      Thank you for your time!


      • Originally posted by Seven View Post
        hi there, thanks for making this mod... due to the darkplaces engine plasma gun bug, i recently found a modded source code for rogue based on your nail fix and plasma gun fix. i modded it in 2 days to add customized values through autoexec.cfg cvars. and i had a blast.

        today i discover that:

        1) there is an updated darkplaces version (i was using 2014 build, it goes up to 2018 !)
        2) you made a more recent than 2010 modded source, and it can be configured with a separate cfg file.

        a new world opens to me

        (btw thanks for leaving a "dumb proof" easy to compile with included compiler and gui in your 2010 release, without it i couldn't had learnt how to set new cvars and edit qc.)